429 lines
30 KiB
Plaintext
429 lines
30 KiB
Plaintext
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// Made with Amplify Shader Editor v1.9.2
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// Available at the Unity Asset Store - http://u3d.as/y3X
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Shader "Polyart/Dreamscape/Builtin/Tree Wind"
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{
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Properties
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{
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[Enum(Back,2,Front,1,Off,0)]_Culling("Culling", Int) = 2
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[Header(Foliage)][Header(.)][SingleLineTexture]_FoliageColorMap("Foliage Color Map", 2D) = "white" {}
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[Normal][SingleLineTexture]_FoliageNormalMap("Foliage Normal Map", 2D) = "bump" {}
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_MaskClipValue("Mask Clip Value", Range( 0 , 1)) = 0.5
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_FoliageSize("Foliage Size", Float) = 100
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_FoliageColorTop("Foliage Color Top", Color) = (1,1,1,0)
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_FoliageColorBottom("Foliage Color Bottom", Color) = (0,0,0,0)
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_GradientOffset("Gradient Offset", Float) = 0
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_GradientFallout("Gradient Fallout", Float) = 0
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_FoliageEmissiveColor("Foliage Emissive Color", Color) = (0,0,0,0)
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_FoliageNormalIntensity("Foliage Normal Intensity", Range( 0 , 1)) = 1
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_FoliageRoughness("Foliage Roughness", Range( 0 , 1)) = 0.85
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_FoliageEmissiveIntensity("Foliage Emissive Intensity", Range( 0 , 20)) = 0
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[Header (Trunk)][Toggle(_USEDFORTRUNK_ON)] _UsedforTrunk("Used for Trunk?", Float) = 0
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[SingleLineTexture]_ColorMap("Color Map", 2D) = "white" {}
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[SingleLineTexture]_NormalMap("Normal Map", 2D) = "white" {}
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[SingleLineTexture]_ORMMap("ORM Map", 2D) = "white" {}
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[SingleLineTexture]_EmissiveMap("Emissive Map", 2D) = "white" {}
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_TextureSize("Texture Size", Float) = 100
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_ColorTint("Color Tint", Color) = (1,1,1,0)
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_NormalIntensity("Normal Intensity", Range( 0 , 1)) = 1
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_RoughnessIntensity("Roughness Intensity", Range( 0 , 2)) = 1
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_AOIntensity("AO Intensity", Range( 0 , 2)) = 1
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_EmissiveColor("Emissive Color", Color) = (0,0,0,0)
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_EmissiveIntensity("Emissive Intensity", Range( 0 , 20)) = 0
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[Header(WIND RUSTLE)][Toggle(_USEGLOBALWINDSETTINGS_ON)] _UseGlobalWindSettings("Use Global Wind Settings?", Float) = 0
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[HideInInspector][SingleLineTexture]_NoiseTexture("NoiseTexture", 2D) = "white" {}
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_WindScrollSpeed("Wind Scroll Speed", Range( 0 , 0.5)) = 0.05
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_WindJitterSpeed("Wind Jitter Speed", Range( 0 , 0.5)) = 0.05
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_WindOffsetIntensity("Wind Offset Intensity", Range( 0 , 1)) = 1
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_WindRustleSize("Wind Rustle Size", Range( 0 , 0.2)) = 0.035
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[Header(WIND SWAY)][Toggle(_USESGLOBALWINDSETTINGS_ON)] _UsesGlobalWindSettings("Uses Global Wind Settings?", Float) = 0
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_WindSwayDirection("Wind Sway Direction", Vector) = (1,0,0,0)
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_WIndSwayIntensity("WInd Sway Intensity", Float) = 1
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_WIndSwayFrequency("WInd Sway Frequency", Float) = 1
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[Header(Translucency)]
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_Translucency("Strength", Range( 0 , 50)) = 1
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_TransNormalDistortion("Normal Distortion", Range( 0 , 1)) = 0.1
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_TransScattering("Scaterring Falloff", Range( 1 , 50)) = 2
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_TransDirect("Direct", Range( 0 , 1)) = 1
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_TransAmbient("Ambient", Range( 0 , 1)) = 0.2
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_TransShadow("Shadow", Range( 0 , 1)) = 0.9
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[HideInInspector] _texcoord( "", 2D ) = "white" {}
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[HideInInspector] __dirty( "", Int ) = 1
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}
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SubShader
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{
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Tags{ "RenderType" = "TreeTransparentCutout" "Queue" = "Geometry+0" "IsEmissive" = "true" }
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Cull [_Culling]
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CGPROGRAM
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#include "UnityShaderVariables.cginc"
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#include "UnityStandardUtils.cginc"
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#include "UnityPBSLighting.cginc"
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#pragma target 3.0
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#pragma shader_feature_local _USEDFORTRUNK_ON
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#pragma shader_feature_local _USEGLOBALWINDSETTINGS_ON
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#pragma shader_feature_local _USESGLOBALWINDSETTINGS_ON
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#pragma surface surf StandardCustom keepalpha addshadow fullforwardshadows exclude_path:deferred vertex:vertexDataFunc
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struct Input
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{
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float3 worldPos;
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float2 uv_texcoord;
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};
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struct SurfaceOutputStandardCustom
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{
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half3 Albedo;
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half3 Normal;
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half3 Emission;
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half Metallic;
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half Smoothness;
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half Occlusion;
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half Alpha;
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half3 Translucency;
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};
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uniform sampler2D _NoiseTexture;
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uniform int _Culling;
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uniform float _WindScrollSpeed;
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uniform float varWindRustleScrollSpeed;
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uniform float _WindRustleSize;
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uniform float _WindJitterSpeed;
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uniform float Float0;
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uniform float _WindOffsetIntensity;
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uniform float _WIndSwayIntensity;
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uniform float varWindSwayIntensity;
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uniform float2 _WindSwayDirection;
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uniform float2 varWindDirection;
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uniform float _WIndSwayFrequency;
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uniform float varWindSwayFrequency;
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uniform sampler2D _FoliageNormalMap;
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uniform float _FoliageSize;
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uniform float _FoliageNormalIntensity;
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uniform sampler2D _NormalMap;
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uniform float _TextureSize;
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uniform float _NormalIntensity;
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uniform float4 _FoliageColorBottom;
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uniform float4 _FoliageColorTop;
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uniform float _GradientOffset;
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uniform float _GradientFallout;
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uniform sampler2D _FoliageColorMap;
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uniform float4 _ColorTint;
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uniform sampler2D _ColorMap;
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uniform float4 _FoliageEmissiveColor;
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uniform float _FoliageEmissiveIntensity;
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uniform sampler2D _EmissiveMap;
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uniform float4 _EmissiveColor;
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uniform float _EmissiveIntensity;
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uniform float _FoliageRoughness;
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uniform sampler2D _ORMMap;
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uniform float _RoughnessIntensity;
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uniform float _AOIntensity;
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uniform half _Translucency;
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uniform half _TransNormalDistortion;
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uniform half _TransScattering;
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uniform half _TransDirect;
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uniform half _TransAmbient;
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uniform half _TransShadow;
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uniform float _MaskClipValue;
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void vertexDataFunc( inout appdata_full v, out Input o )
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{
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UNITY_INITIALIZE_OUTPUT( Input, o );
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float3 ase_vertexNormal = v.normal.xyz;
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float temp_output_18_0_g87 = _WindScrollSpeed;
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#ifdef _USEGLOBALWINDSETTINGS_ON
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float staticSwitch25_g87 = ( temp_output_18_0_g87 * varWindRustleScrollSpeed );
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#else
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float staticSwitch25_g87 = temp_output_18_0_g87;
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#endif
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float3 ase_worldPos = mul( unity_ObjectToWorld, v.vertex );
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float2 appendResult4_g87 = (float2(ase_worldPos.x , ase_worldPos.z));
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float2 temp_output_7_0_g87 = ( appendResult4_g87 * _WindRustleSize );
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float2 panner9_g87 = ( ( staticSwitch25_g87 * _Time.y ) * float2( 1,1 ) + temp_output_7_0_g87);
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float temp_output_19_0_g87 = _WindJitterSpeed;
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#ifdef _USEGLOBALWINDSETTINGS_ON
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float staticSwitch26_g87 = ( temp_output_19_0_g87 * Float0 );
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#else
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float staticSwitch26_g87 = temp_output_19_0_g87;
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#endif
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float2 panner13_g87 = ( ( _Time.y * staticSwitch26_g87 ) * float2( 1,1 ) + ( temp_output_7_0_g87 * float2( 2,2 ) ));
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float4 lerpResult30_g87 = lerp( float4( float3(0,0,0) , 0.0 ) , ( pow( tex2Dlod( _NoiseTexture, float4( panner9_g87, 0, 0.0) ) , 1.0 ) * tex2Dlod( _NoiseTexture, float4( panner13_g87, 0, 0.0) ) ) , _WindOffsetIntensity);
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float3 ase_vertex3Pos = v.vertex.xyz;
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float temp_output_27_0_g83 = _WIndSwayIntensity;
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#ifdef _USESGLOBALWINDSETTINGS_ON
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float staticSwitch33_g83 = ( temp_output_27_0_g83 * varWindSwayIntensity );
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#else
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float staticSwitch33_g83 = temp_output_27_0_g83;
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#endif
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float temp_output_14_0_g83 = ( ( ase_vertex3Pos.y * ( staticSwitch33_g83 / 100.0 ) ) + 1.0 );
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float temp_output_16_0_g83 = ( temp_output_14_0_g83 * temp_output_14_0_g83 );
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#ifdef _USESGLOBALWINDSETTINGS_ON
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float2 staticSwitch41_g83 = varWindDirection;
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#else
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float2 staticSwitch41_g83 = _WindSwayDirection;
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#endif
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float2 clampResult10_g83 = clamp( staticSwitch41_g83 , float2( -1,-1 ) , float2( 1,1 ) );
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float4 transform1_g83 = mul(unity_ObjectToWorld,float4( 0,0,0,1 ));
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float4 appendResult3_g83 = (float4(transform1_g83.x , 0.0 , transform1_g83.z , 0.0));
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float dotResult4_g84 = dot( appendResult3_g83.xy , float2( 12.9898,78.233 ) );
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float lerpResult10_g84 = lerp( 1.0 , 1.01 , frac( ( sin( dotResult4_g84 ) * 43758.55 ) ));
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float mulTime9_g83 = _Time.y * lerpResult10_g84;
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float temp_output_29_0_g83 = _WIndSwayFrequency;
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#ifdef _USESGLOBALWINDSETTINGS_ON
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float staticSwitch34_g83 = ( temp_output_29_0_g83 * varWindSwayFrequency );
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#else
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float staticSwitch34_g83 = temp_output_29_0_g83;
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#endif
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float2 break26_g83 = ( ( ( temp_output_16_0_g83 * temp_output_16_0_g83 ) - temp_output_16_0_g83 ) * ( ( ( staticSwitch41_g83 * float2( 4,4 ) ) + sin( ( ( clampResult10_g83 * mulTime9_g83 ) * staticSwitch34_g83 ) ) ) / float2( 4,4 ) ) );
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float4 appendResult25_g83 = (float4(break26_g83.x , 0.0 , break26_g83.y , 0.0));
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float4 temp_output_246_0 = appendResult25_g83;
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#ifdef _USEDFORTRUNK_ON
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float4 staticSwitch100 = temp_output_246_0;
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#else
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float4 staticSwitch100 = ( ( float4( ase_vertexNormal , 0.0 ) * lerpResult30_g87 ) + temp_output_246_0 );
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#endif
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float4 vWind116 = staticSwitch100;
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v.vertex.xyz += vWind116.rgb;
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v.vertex.w = 1;
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}
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inline half4 LightingStandardCustom(SurfaceOutputStandardCustom s, half3 viewDir, UnityGI gi )
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{
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#if !defined(DIRECTIONAL)
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float3 lightAtten = gi.light.color;
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#else
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float3 lightAtten = lerp( _LightColor0.rgb, gi.light.color, _TransShadow );
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#endif
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half3 lightDir = gi.light.dir + s.Normal * _TransNormalDistortion;
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half transVdotL = pow( saturate( dot( viewDir, -lightDir ) ), _TransScattering );
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half3 translucency = lightAtten * (transVdotL * _TransDirect + gi.indirect.diffuse * _TransAmbient) * s.Translucency;
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half4 c = half4( s.Albedo * translucency * _Translucency, 0 );
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SurfaceOutputStandard r;
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r.Albedo = s.Albedo;
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r.Normal = s.Normal;
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r.Emission = s.Emission;
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r.Metallic = s.Metallic;
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r.Smoothness = s.Smoothness;
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r.Occlusion = s.Occlusion;
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r.Alpha = s.Alpha;
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return LightingStandard (r, viewDir, gi) + c;
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}
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inline void LightingStandardCustom_GI(SurfaceOutputStandardCustom s, UnityGIInput data, inout UnityGI gi )
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{
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#if defined(UNITY_PASS_DEFERRED) && UNITY_ENABLE_REFLECTION_BUFFERS
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gi = UnityGlobalIllumination(data, s.Occlusion, s.Normal);
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#else
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UNITY_GLOSSY_ENV_FROM_SURFACE( g, s, data );
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gi = UnityGlobalIllumination( data, s.Occlusion, s.Normal, g );
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#endif
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}
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void surf( Input i , inout SurfaceOutputStandardCustom o )
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{
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float temp_output_235_0 = ( _FoliageSize / 100.0 );
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float2 appendResult234 = (float2(temp_output_235_0 , temp_output_235_0));
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float2 uv_TexCoord236 = i.uv_texcoord * appendResult234;
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float3 vFoliageNormal226 = UnpackScaleNormal( tex2D( _FoliageNormalMap, uv_TexCoord236 ), _FoliageNormalIntensity );
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float2 temp_output_19_0_g88 = ( i.uv_texcoord / ( _TextureSize / 100.0 ) );
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#ifdef _USEDFORTRUNK_ON
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float3 staticSwitch97 = UnpackScaleNormal( tex2D( _NormalMap, temp_output_19_0_g88 ), _NormalIntensity );
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#else
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float3 staticSwitch97 = vFoliageNormal226;
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#endif
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o.Normal = staticSwitch97;
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float3 ase_vertex3Pos = mul( unity_WorldToObject, float4( i.worldPos , 1 ) );
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float4 lerpResult115 = lerp( _FoliageColorBottom , _FoliageColorTop , saturate( ( ( ase_vertex3Pos.y + _GradientOffset ) * ( _GradientFallout * 2 ) ) ));
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float4 tex2DNode124 = tex2D( _FoliageColorMap, uv_TexCoord236 );
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float4 vFoliageColor172 = ( lerpResult115 * tex2DNode124 );
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#ifdef _USEDFORTRUNK_ON
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float4 staticSwitch82 = ( _ColorTint * tex2D( _ColorMap, temp_output_19_0_g88 ) );
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#else
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float4 staticSwitch82 = vFoliageColor172;
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#endif
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o.Albedo = staticSwitch82.rgb;
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float4 vFoliageEmissive225 = ( _FoliageEmissiveColor * _FoliageEmissiveIntensity );
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#ifdef _USEDFORTRUNK_ON
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float4 staticSwitch228 = ( ( tex2D( _EmissiveMap, temp_output_19_0_g88 ) * _EmissiveColor ) * _EmissiveIntensity );
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#else
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float4 staticSwitch228 = vFoliageEmissive225;
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#endif
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o.Emission = staticSwitch228.rgb;
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float4 tex2DNode9_g89 = tex2D( _ORMMap, temp_output_19_0_g88 );
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#ifdef _USEDFORTRUNK_ON
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float staticSwitch98 = ( 1.0 - ( tex2DNode9_g89.g * _RoughnessIntensity ) );
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#else
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float staticSwitch98 = ( 1.0 - _FoliageRoughness );
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#endif
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o.Smoothness = staticSwitch98;
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float lerpResult10_g89 = lerp( 1.0 , tex2DNode9_g89.r , _AOIntensity);
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#ifdef _USEDFORTRUNK_ON
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float staticSwitch99 = lerpResult10_g89;
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#else
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float staticSwitch99 = 1.0;
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#endif
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o.Occlusion = staticSwitch99;
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float3 temp_cast_4 = (1.0).xxx;
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o.Translucency = temp_cast_4;
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o.Alpha = 1;
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float vFoliageOpacity173 = tex2DNode124.a;
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#ifdef _USEDFORTRUNK_ON
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float staticSwitch182 = 1.0;
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#else
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float staticSwitch182 = vFoliageOpacity173;
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#endif
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clip( staticSwitch182 - _MaskClipValue );
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}
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ENDCG
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}
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Fallback "Diffuse"
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}
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/*ASEBEGIN
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Version=19200
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Node;AmplifyShaderEditor.RangedFloatNode;233;-3416.064,-1881.969;Inherit;False;Property;_FoliageSize;Foliage Size;4;0;Create;True;0;0;0;False;0;False;100;0;0;0;0;1;FLOAT;0
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Node;AmplifyShaderEditor.SimpleDivideOpNode;235;-3240.15,-1876.368;Inherit;False;2;0;FLOAT;0;False;1;FLOAT;100;False;1;FLOAT;0
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Node;AmplifyShaderEditor.DynamicAppendNode;234;-3105.964,-1883.67;Inherit;False;FLOAT2;4;0;FLOAT;0;False;1;FLOAT;0;False;2;FLOAT;0;False;3;FLOAT;0;False;1;FLOAT2;0
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Node;AmplifyShaderEditor.CommentaryNode;122;-3225.14,916.776;Inherit;False;1580.315;688.4131;Comment;11;194;212;116;100;246;77;101;104;102;252;256;;1,1,1,1;0;0
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Node;AmplifyShaderEditor.RangedFloatNode;110;-3364.521,-2127.726;Inherit;False;Property;_GradientOffset;Gradient Offset;7;0;Create;True;0;0;0;False;0;False;0;0;0;0;0;1;FLOAT;0
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Node;AmplifyShaderEditor.RangedFloatNode;111;-3366.52,-2044.726;Inherit;False;Property;_GradientFallout;Gradient Fallout;8;0;Create;True;0;0;0;False;0;False;0;0;0;0;0;1;FLOAT;0
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Node;AmplifyShaderEditor.RangedFloatNode;212;-3035.043,1195.038;Inherit;False;Property;_WindJitterSpeed;Wind Jitter Speed;36;0;Create;True;0;0;0;False;0;False;0.05;0;0;0.5;0;1;FLOAT;0
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Node;AmplifyShaderEditor.RangedFloatNode;256;-3037.416,1113.652;Inherit;False;Property;_WindRustleSize;Wind Rustle Size;38;0;Create;True;0;0;0;False;0;False;0.035;0;0;0.2;0;1;FLOAT;0
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Node;AmplifyShaderEditor.RangedFloatNode;194;-3040.178,955.6157;Inherit;False;Property;_WindScrollSpeed;Wind Scroll Speed;35;0;Create;True;0;0;0;False;0;False;0.05;0;0;0.5;0;1;FLOAT;0
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Node;AmplifyShaderEditor.RangedFloatNode;252;-3038.711,1039.359;Inherit;False;Property;_WindOffsetIntensity;Wind Offset Intensity;37;0;Create;True;0;0;0;False;0;False;1;0;0;1;0;1;FLOAT;0
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Node;AmplifyShaderEditor.RangedFloatNode;101;-2974.226,1274.111;Inherit;False;Property;_WIndSwayIntensity;WInd Sway Intensity;42;0;Create;True;0;0;0;False;0;False;1;0;0;0;0;1;FLOAT;0
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|
Node;AmplifyShaderEditor.Vector2Node;104;-2975.226,1433.112;Inherit;False;Property;_WindSwayDirection;Wind Sway Direction;41;0;Create;True;0;0;0;False;0;False;1,0;0,0;0;3;FLOAT2;0;FLOAT;1;FLOAT;2
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|
WireConnection;231;0;255;8
|
||
|
WireConnection;116;0;100;0
|
||
|
WireConnection;232;0;255;5
|
||
|
WireConnection;230;0;220;0
|
||
|
WireConnection;237;0;255;6
|
||
|
WireConnection;228;1;229;0
|
||
|
WireConnection;228;0;237;0
|
||
|
WireConnection;182;1;183;0
|
||
|
WireConnection;182;0;187;0
|
||
|
WireConnection;99;1;221;0
|
||
|
WireConnection;99;0;231;0
|
||
|
WireConnection;98;1;230;0
|
||
|
WireConnection;98;0;232;0
|
||
|
WireConnection;82;1;181;0
|
||
|
WireConnection;82;0;255;0
|
||
|
WireConnection;97;1;227;0
|
||
|
WireConnection;97;0;255;7
|
||
|
WireConnection;0;0;82;0
|
||
|
WireConnection;0;1;97;0
|
||
|
WireConnection;0;2;228;0
|
||
|
WireConnection;0;4;98;0
|
||
|
WireConnection;0;5;99;0
|
||
|
WireConnection;0;7;170;0
|
||
|
WireConnection;0;10;182;0
|
||
|
WireConnection;0;11;117;0
|
||
|
ASEEND*/
|
||
|
//CHKSM=9A3035018F77CC3FEA8786AD7B6216EF7359FABE
|